# View-Structured Conformal Prediction for 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2609.10307 · HTML: https://mlsanity.com/paper/2609.10307/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 19 of its 26 references that are in the map.
- First posted on arXiv 9 Sep 2026.

## Builds on (most cited first, 19 of 19)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Simple and Scalable Predictive Uncertainty Estimation using Deep Ensembles](https://mlsanity.com/paper/1612.01474/) (2016)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Conformalized Quantile Regression](https://mlsanity.com/paper/1905.03222/) (2019)
- [Conformal Risk Control](https://mlsanity.com/paper/2208.02814/) (2022)
- [Image-to-Image Regression with Distribution-Free Uncertainty Quantification and Applications in Imaging](https://mlsanity.com/paper/2202.05265/) (2022)
- [PUP 3D-GS: Principled Uncertainty Pruning for 3D Gaussian Splatting](https://mlsanity.com/paper/2406.10219/) (2024)
- [Bayes' Rays: Uncertainty Quantification for Neural Radiance Fields](https://mlsanity.com/paper/2309.03185/) (2023)
- [FastGS: Training 3D Gaussian Splatting in 100 Seconds](https://mlsanity.com/paper/2511.04283/) (2025)
- [Probabilistic Conformal Prediction with Approximate Conditional Validity](https://mlsanity.com/paper/2407.01794/) (2024)
- [6DGS: Enhanced Direction-Aware Gaussian Splatting for Volumetric Rendering](https://mlsanity.com/paper/2410.04974/) (2024)
- [Kandinsky Conformal Prediction: Efficient Calibration of Image Segmentation Algorithms](https://mlsanity.com/paper/2311.11837/) (2023)
- [Conformal Structured Prediction](https://mlsanity.com/paper/2410.06296/) (2024)
- [Uncertainty Matters in Dynamic Gaussian Splatting for Monocular 4D Reconstruction](https://mlsanity.com/paper/2510.12768/) (2025)
- [Predictive Photometric Uncertainty in Gaussian Splatting for Novel View Synthesis](https://mlsanity.com/paper/2603.22786/) (2026)
- [Uncertainty-driven 3D Gaussian Splatting Active Mapping via Anisotropic Visibility Field](https://mlsanity.com/paper/2605.30342/) (2026)
- [VarSplat: Uncertainty-aware 3D Gaussian Splatting for Robust RGB-D SLAM](https://mlsanity.com/paper/2603.09673/) (2026)
- [Non-Asymptotic Analysis of Efficiency in Conformalized Regression](https://mlsanity.com/paper/2510.07093/) (2025)
- [Rendering-Aware Bayesian 3D Gaussian Splatting with Native Uncertainty and Adaptive Complexity Control](https://mlsanity.com/paper/2607.05522/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) renders novel views in real time, but an uncertainty heatmap does not certify that a rendered view meets a certain prediction coverage. We treat novel-view synthesis as structured regression and ask that, with probability at least 1-α, RGB prediction boxes cover at least a 1-β fraction of pixels in a new view. We propose View-Structured Conformal Prediction (VSCP). It splits the pre-calibration scale into a spatial shape from the renderer and a transferable view-difficulty factor, which predicts the smallest view-wise multiplier that shape needs. A held-out quantile over views (View-CP) then gives finite-sample validity even when transferring to new scenes. The same factorization makes the analysis exact: a conformity score is the ratio of oracle to predicted view difficulty, and excess width separates into a test-side and a calibration-side term. Across 13 real scenes, pixel-pooled calibration reaches 89.9% marginal pixel coverage but only 61.4% view-event coverage at a 90% target, while View-CP reaches 91.7--92.0%. At matched coverage VSCP cuts width by 22.1% against a constant scale, and matches a ten-model ensemble's 21.0% reduction using only one model per scene and four rather than ten rasterization passes per query. VSCP also improves on the closest single-model baseline, the 3DGS-U field, by 4.7 points (p=0.0225). The view predictor transfers from bounded source families to all nine unbounded Mip-NeRF~360 scenes. There the full scale beats the constant scale with 20.7% width saving on all nine scenes. It also keeps an 18.3% saving under a different densification backbone and runs at 216--280 FPS on an RTX~4090.
